Heaven Will Be Mine similar games & best alternatives

Heaven Will Be Mine

PC (Microsoft Windows), Linux, Mac, iOS • 2018

Should you play it?

HEAVEN WILL BE MINE is a visual novel about making terrible life decisions in the midst of a hot-blooded battle between giant robots. Select one of three terribly behaved girls to fight and/or make out with each other in their struggle for the fate of space.

What works
  • Deep, poetic queer narrative
  • Complex characters and relationships
  • Immersive art and music
  • Multiple routes and endings for replayability
  • Thought-provoking themes of identity and otherness
Things to keep in mind
  • Dense and abstract writing can be confusing
  • Lack of gameplay variety beyond reading and choices
  • No skip function makes replaying tedious
  • Niche appeal may limit audience
  • Some grammatical and punctuation issues

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Stay! Stay! Democratic People's Republic of Korea!

  • The NOexistenceN of you AND me

  • OPUS: Echo of Starsong - Full Bloom Edition

  • Vampires' Melody

  • Without a Voice

  • Starlight Vega

  • Mediterranea Inferno

  • Cinders

  • Scarlet Hollow — Episode 1

Hidden Gems

Less popular games with surprisingly high similarity

  • Stay! Stay! Democratic People's Republic of Korea!

  • Without a Voice

  • Starlight Vega

If you liked…

Recommendations by what you enjoyed most

  • Fantasy

    ZeroRanger

  • Story

    CLANNAD

  • Autonomy

    We Know the Devil

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

Heaven Will Be Mine: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Intimacy, Expression. It leans lower than usual among comparable games on Strategy.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players make meaningful choices about which characters to pair, influencing story outcomes and endings, reflecting personal agency rather than fixed routines."

    Capsule for We Know the Devil We Know the Devil

    "Players make meaningful choices affecting narrative and character relationships, exploring different routes and endings with personal agency."

  • Competence

    Game with the same Competence vibe

    -1

    "Gameplay is minimal and narrative-driven with few skill challenges; focus is on reading and interpretation rather than technical mastery."

    Capsule for We Know the Devil We Know the Devil

    "Gameplay is primarily reading and choice selection with minimal skill challenge; focus is on narrative rather than technical mastery."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements; focus is on personal experience without comparison to others."

    Capsule for Death Come True Death Come True

    "No evidence of competitive elements; experience is personal and introspective without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players report engaging story and multiple endings encourage replaying, with some playing multiple sessions to explore different outcomes."

    Capsule for The Shapeshifting Detective The Shapeshifting Detective

    "Players report replaying multiple routes and endings, indicating engagement and desire to continue exploring the story."

  • Cooperation

    Game with the same Cooperation vibe

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    "Single-player visual novel experience focused on individual narrative without multiplayer or teamwork."

    Capsule for I Wani Hug that Gator! I Wani Hug that Gator!

    "Single-player visual novel experience focused on individual narrative paths without multiplayer or teamwork."

  • Creativity

    Game with the same Creativity vibe

    4

    "Strong creative expression in art style, narrative, and dark humor; players engage with unique story elements."

    Capsule for Bucket Detective Bucket Detective

    "Strong creative expression through narrative, art, music, and metaphorical storytelling; players interpret and theorize about story elements."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of exerting control or superiority over others; interactions are personal and equal."

    Capsule for The Lab The Lab

    "No indications of exerting control over others; interactions emphasize complex relationships rather than superiority."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to emotionally process identity and personal struggles, providing meaningful escape and reflection."

    Capsule for If Found... If Found...

    "Players use the game to explore identity, queer themes, and abstract concepts, providing emotional refuge and reflection."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of personal interest and intrinsic motivation, especially for queer representation and story."

    Capsule for Get In The Car, Loser! Get In The Car, Loser!

    "Players engage voluntarily out of personal interest in queer narratives and sci-fi themes, not out of obligation."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Multiple story routes and endings encourage players to explore different choices and narrative possibilities."

    Capsule for The Coffin of Andy and Leyley The Coffin of Andy and Leyley

    "Multiple routes and endings encourage players to explore different perspectives and narrative outcomes."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players uncover the story gradually through gameplay and visual cues, piecing together narrative elements."

    Capsule for and Roger and Roger

    "Players uncover lore and story gradually through multiple playthroughs, piecing together abstract worldbuilding."

  • Expression

    Game with the same Expression vibe

    3

    "Players express themselves by shaping dialogue and character traits, personalizing the story experience."

    Capsule for Kentucky Route Zero: PC Edition Kentucky Route Zero: PC Edition

    "Players express themselves through choice of character routes and interpretation of metaphorical narrative; some customization of experience."

  • Fantasy

    Game with the same Fantasy vibe

    5

    "Strongly fantasy-oriented with mecha, alien threats, and imaginative sci-fi narrative and visuals."

    Capsule for ZeroRanger ZeroRanger

    "Strongly rooted in imaginative sci-fi and surreal metaphorical fiction with mecha and queer speculative themes."

  • Fellowship

    Game with the same Fellowship vibe

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    "Experience is solitary with minimal social connection; community discussion is external to gameplay."

    Capsule for The Beginner's Guide The Beginner's Guide

    "Experience is solitary and introspective; social connection is limited to external discussion rather than in-game community."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop understanding of the story, characters, and themes through multiple playthroughs and reflection."

    Capsule for Slay the Princess — The Pristine Cut Slay the Princess — The Pristine Cut

    "Players develop understanding of complex themes and characters through repeated play and reflection."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay elements; sedentary visual novel experience."

    Capsule for BUSTAFELLOWS BUSTAFELLOWS

    "No physical activity or health-related gameplay elements; sedentary visual novel experience."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires sustained attention to narrative and choices; not suited for casual or background play."

    Capsule for CHAOS;HEAD NOAH CHAOS;HEAD NOAH

    "Requires focused attention to narrative and choices; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    4

    "Strong emotional connections with characters and themes of love and relationships foster intimacy."

    Capsule for Perfect Gold - Yuri Visual Novel Perfect Gold - Yuri Visual Novel

    "Deep emotional connections with characters and themes of queer intimacy and relationships are central."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or management roles; player follows narrative without directing others."

    Capsule for Fears to Fathom - Ironbark Lookout Fears to Fathom - Ironbark Lookout

    "No leadership or management roles; player follows narrative paths without directing others."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story routes and endings; no item or power accumulation."

    Capsule for Tokyo School Life Tokyo School Life

    "Narrative progression through story routes and endings, but no item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Some players find emotional catharsis and flow in story immersion despite heavy themes."

    Capsule for Psychedelica of the Black Butterfly Psychedelica of the Black Butterfly

    "Some players find emotional catharsis and flow in the poetic storytelling, though the narrative can be intense."

  • Sensation

    Game with the same Sensation vibe

    3

    "Enjoyable art, music, and humorous writing provide sensory and emotional stimulation."

    Capsule for Hooked on You: A Dead by Daylight Dating Sim™ Hooked on You: A Dead by Daylight Dating Sim™

    "Art, music, and writing provide rich sensory and emotional stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition mechanics within the game; focus is on personal narrative."

    Capsule for The Crown of Leaves The Crown of Leaves

    "No social status or recognition mechanics within the game; focus is on personal experience."

  • Story

    Game with the same Story vibe

    5

    "Narrative immersion is the core of the game, with complex plots and character development."

    Capsule for CLANNAD CLANNAD

    "Narrative immersion is the core of the game, with complex plots, character development, and thematic depth."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Limited strategic decision-making; choices affect story but lack complex planning."

    Capsule for Milky Way Prince – The Vampire Star Milky Way Prince – The Vampire Star

    "Limited strategic decision-making; choices affect narrative but do not require complex planning."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some emotional tension and suspense in story, but no high-risk or adrenaline gameplay."

    Capsule for Copycat Copycat

    "Some emotional tension and suspense in story, but no high-risk or adrenaline gameplay elements."

  • Value

    Game with the same Value vibe

    4

    "Players perceive strong value from extensive content, replayability, and narrative depth."

    Capsule for Sultan's Game Sultan's Game

    "Players perceive high value in narrative depth, emotional impact, and replayability."

  • Violence

    Game with the same Violence vibe

    -3

    "Combat is spiritual and symbolic rather than destructive or violent."

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    "Combat is metaphorical and abstract rather than explicit violence; emphasis on relationships and emotional conflict."

  • Survival

    Game with the same Survival vibe

    -2

    "Some narrative elements involve danger, but gameplay does not emphasize survival mechanics or resource management."

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    "No survival mechanics; narrative involves conflict but not resource or life management."

Last update: 01/06/2026